This page provides information on the Phoenix Data Node in V-Ray for Blender.
Overview
UI Path
||Node Editor|| > Add > Effects > Phoenix Data
Node
Domain –
Node transform – The transformation matrix for the instance that uses the simulator.
Stex –
Displ0 –
Displ1 –
Displ2 –
Lightlinks –
Emission –
Diffuse –
Transparency –
Vtex –
Gimzo –
Gimzo Transform –
Channels –
Channels Raw –
Channels Diffuse –
Channels Specular –
Parameters
Al Cmult –
Al Csubdivs –
Al Decay –
Enable Lighting –
Al Placing –
Reduced Grid –
Inside Simple –
Simple –
Al Sampling –
DMC –
Simple –
Al Subdivs –
Bias –
Blackbody – Implicitly multiply the emissive diagram with a black body exponent.
Bounces –
Camera Visibility –
Caust Mult –
Cell Aspect –
Content Time – Force using an externally set content time.
Coord Method –
Darg –
RGB –
Color –
Texture –
Fuel –
V –
Sim –
T –
Disabled –
Darksky – Mesh skyline darkeningstand
Dcolor –
Dcolor Offset –
DcolorScale –
Difmul –
Displ2D –
Enable Dispacement –
Displmul –
Earg –
Fuel –
Texture –
V –
Sim –
T –
Disabled –
Ecolor –
Ecolor Offset –
Ecolor Scale –
Emult –
Enabled –
Etmult –
Fire Opacity Mode – If enabled, the emission is multiplied by a constant alpha factor.
Frame Duration – Overrides the frame duration in the cache.
Gamma Mult – Gamma multiplier for the render output of Phoenix.
Gen Gi Mult –
Generate caustics –
Generate GI –
Geommode –
Gi Visibility –
Gridreduct –
Heathaze –
Hhfactor –
Invgizmo –
Jittering –
Left Handed Coord –
Use Light Cache – If enabled, a light cache will be used for diffuse lighting.
Lightcachesr –
Lights –
Lightcut –
Lightmult –
Lightsmultself –
Material Id –
Mbself –
Mbsmooth – Number of gaussian passes to smooth out the motion blur.
Mesher – If enabled, uses mesher to generate runtime vray static mesh.
Meshsubdiv – Mesh skyline subdivisions.
Modulate with Texture –
Modulate with Texture –
Modulate with Texture –
Mod V –
No Alpha E –
Normalized Postions – If enabled, ecolor, dcolor, and transp positions are normalized between offset and scale.
Noscatter –
Analytic + Shadows –
Analytic –
Disabled –
Enabled –
Ocean – When enabled, generates 'ocean' geometry outisde the simulator.
Oceanlevel – Mesh 'ocean' level.
PersistLights –
Play Speed –
Pmbounces –
Pmprimary – Enables the particle mode of the primary rays.
Radmult –
Rec Gi Mult –
Receive Caustics –
Receive GI –
Reflections Visibility –
Refractions Visibility –
Render – Disable to disable rendering. The data is still loaded and Phoenix textures and emissive lights will still work.
Rendshadstep –
Rendsolid –
Rendstep –
Sampler –
Spherical –
Linear –
Trunc –
Sarg –
Fuel –
V –
Sim –
T –
Texture –
Self Illum Map Min Pow –
Selfshadow – If set to 1, the emission lights cast raytraced shadows to the volume. If set to 2, a grid map is used to determine the illumination.
Shad Strength – The strength of the shadow.
Shadow Opacity –
Shadows Visibility –
Simple Color –
Skiptransp –
Smoketransp –
Smoothmesh – Mesh smoothing iterations.
Softb –
Invert Volume –
Stoptransp –
Surflevel –
Targ –
Fuel –
Texture –
V –
Sim –
T –
Smoke –
Tmult –
Transfext –
Transfown –
Transp –
Transp Offset –
Transp Power –
Transp Scale –
Transmode –
Unit Scale – The scaling between the simulation and the scene units.
Use Progressive – Use progressive rendering, instead of single sample.
Usebias –
Usegimzo –
Varg –
Normal Velocity –
Texture –
Velocities – Specifies the velocities in distance per frame.
Velocities From Uvw – Creates velocity channel from uvw movement.
Velocity Mult – Velocity multiplier for the volume renderer.
Volnorm –
Volzdepth –
Wind From Movement –
Wrapx –
Wrapy –
Wrapz –